Game device and game control method

ABSTRACT

A game device is provided that can reduce the size of the device and can execute the simulation of a match game scene based on an operation input by a game player. The game device includes a field panel imitating a field of a sporting event, card holding stages that are arranged in the locations indicating the positions of players in the sporting event on the field panel, and holding card in a raised state, a card information reading means for reading card information recorded on the cards held by the card holding stages, and a game execution control means for controlling the execution of a game.

TECHNICAL FIELD

The present invention relates to a game device which reads informationrecorded on play items, such as cards, and performs a game whiledisplaying game contents on a display device, and to a game controlmethod.

BACKGROUND ART

Conventionally, as for a game device using cards as play items, i.e.,trading cards, a game device for soccer is known. As for such a gamedevice, for example, a card game device has been proposed which isdescribed in the PLT1 described below.

When starting a game by operating the card game device, first, a gameplayer playing a game arranges, on a transparent card arrangement panelforming the game device, player cards to be used in the game such thatthe back surfaces thereof contact an upper surface of the cardarrangement panel. Subsequently, a game execution control means of thegame device performs control of starting the game by activating animaging means 13 a, which is installed inside the card arrangementpanel, so as to read card information recorded on the back surfaces ofthe player cards, and creating game control data, such as performancevalues of the players constituting a team, based on the read cardinformation.

Then, upon starting of the game, when the game player moves the playercard arranged on the card arrangement panel while sliding the playercard on the card arrangement panel, the game execution control meansperforms control of detecting the movement of the player card and alsomoving the position of a player in a game scene. Thus, the game playercan give an instruction such as a formation.

Additionally, in game devices for sporting events, a game device hasbeen proposed which includes a means for effect displaying, a battle(appearance) scene of characters appearing in the game as a simulationimage based on an input operation by the game player. As for such kindof game devices, for example, the inventions have been proposed whichare described in PLT2 and PLT3 described below.

PLT2 proposes a baseball game device that allows the game player tooperate a pitcher. The baseball game device described in PLT2 enables toperform a simulation game by including a pitching motion setting meansfor setting a pitching motion of the pitcher in accordance with an inputoperation by the game player, a storage means for storing the pitchingmotion, a ball speed calculating means for calculating the ball speed ofa ball pitched by the pitcher based on the pitching motion, and asimulating means for performing a match simulation between the pitcherand a hitter with the pitching performance including the ball speed.

PLT3 proposes a game device that allows a game player to operate themovement of a pitcher. The game device described in PLT3 includes astorage means for storing data related to attributes of a plurality ofbaseball players who are registered in advance, a situation settingmeans for randomly setting a situation by using the baseball players, apitching means for realizing pitching performance in accordance with theoperation by the game player and the attributes of the pitcher, asimulating means for simulating, under the above-described setsituation, the battle between the pitcher and a hitter based on theattributes of the hitter and the pitching performance, and a sceneclearing means for requesting setting of a new situation every time apredetermined range is met.

CITATION LIST Patent Literature

-   PLT1: Japanese Patent Application Laid-Open Publication No. 2007-665-   PLT2: Japanese Patent Application Laid-Open Publication No.    2001-129250-   PLT3: Japanese Patent Application Laid-Open Publication No.    2001-137549

SUMMARY OF INVENTION Technical Problem

The invention described in the above-described PLT1 is a card gamedevice using the player cards, which serve as trading cards. Whenstarting a game, it is necessary for the game player to arrange theplayer cards to be used in one game on the card arrangement panel, andregister the card information recorded on the player cards in the gameexecution control means. Regarding the operation of arranging the playercards to be used in the one game on the card arrangement panel, it isnecessary to place the faces (for example, the back surfaces) of theplayer cards, on which the card information is recorded, on the cardarrangement panel such that each of the player cards does not overlapwith each other. Hence, in order to arrange a large number of the playercards corresponding to the first team on the card arrangement panel whenstarting the game such as a soccer game, the need arises to inevitablyincrease the surface area of the card arrangement panel, resulting in alarge-size card game device. As a result, there is a problem in that themanufacturing costs of the card game device are increased.

The baseball game devices described in the above-described PLT2 and PLT3set the pitching motion of the pitcher in accordance with the inputoperation by the game player. Additionally, the game execution controlmeans includes a means for executing the match simulation between thepitcher and the hitter based on the set pitching motion and the pitchspecified by the game player. However, it is not a card game device thatperforms a baseball game by using the cards of the players who belong toa preferred team of the game player.

Therefore, the present invention is made for providing a game devicewhich solves the above-described problems of the conventional gamedevices. An object is to reduce the space of an area in the game devicerequired for reading the card information, by providing a means forreading, before starting a game, the card information recorded on thecards to be used in the game in a state where the cards are raised, inthe game device using the cards such as trading cards.

Another object is to provide a game device which can end a play time ofone game (one match) within a predetermined time period or can reducethe play time, by providing a means for controlling the number of timesof the match scenes of the game which allows operation of characters byan input operation from an operation means by the game player based onthe read card information and the like to be a predetermined number oftimes.

Solution to Problem

In order to solve the above-described problems, a game device accordingto the invention described in claim 1 is a game device including a gameexecution control means for controlling progress of a game in accordancewith card information read from a card and an operation input signalinput from an operation means including a touch panel, the game deviceincluding:

a field panel provided above the touch panel and imitating a game field;

a plurality of card holding stages that are arranged in respectivepositions on the field panel indicating positions of a plurality ofcharacters in the game field and hold the card in a raised state; and

a card information reading means for reading card information recordedon the card held by the card holding stages,

wherein the game execution control means controls the progress of thegame, based on the card information read by the card information readingmeans.

Additionally, the invention described in claim 2 depends from the gamedevice described in claim 1, and the game execution control meansincludes:

a simulation means for controlling, based on the card information readby the card information reading means, progress of a game by making acharacter corresponding to the card information participate therein, andsimulating a game development from a start until an end of the game;

an evaluation means for calculating evaluation information for eachappearance scene of the character in a simulation result;

a selection means for selecting, based on the evaluation information, aspecific scene that allows an operation of the character by theoperation means from the appearance scene of the character; and

a specific scene simulation means for simulating a game development in aspecific scene based on an operation input signal from the operationmeans in the specific scene selected by the selection means,

wherein the simulation means simulates again a game development from aspecific scene until an end of a game, based on a simulation result bythe specific scene simulation means.

Further, the invention described in claim 3 depends from the game devicedescribed in claim 2, and the game execution control means includes ameans for controlling the number of times of execution of the specificscene simulation means to be a predetermined number of times that is setin advance.

In addition, the invention described in claim 4 depends from the gamedevice described in any one of claim 1 to claim 3, and the gameexecution control means includes:

a character-specific ability database that is information stored in astorage means for each character corresponding to the card information,and registers in advance an ability value of the character with respectto a game execution;

a condition setting parameter that increases or decreases the abilityvalue of the character; and

a parameter value increasing/decreasing process means for increasing ordecreasing, based on the condition setting parameter, the ability valuein the game of the character corresponding to the card information readby the card information reading means.

Additionally, the invention according to claim 5 depends from the gamedevice described in any one of claim 1 to claim 4, and the gameexecution control means includes a card placement reconfirmation meansfor determining, before execution of the specific scene simulationmeans, whether or not the card, corresponding to the card informationread by the card information reading means, is held by the card holdingstage, and

the parameter value increasing/decreasing means decreases the conditionof a character corresponding to the card that is determined, by the cardplacement reconfirmation means, as not being held by the card holdingstage.

Further, a game control method according to the invention described inclaim 6 is a game control method in a game device including a storagemeans, an operation means including a touch panel, a field panelimitating a game field, a plurality of card holding stages that arearranged in respective positions on the field panel indicating positionsof a plurality of characters on the game field and hold a card in araised state, a card information reading means for reading the cardinformation recorded on the card held by the card holding stage, and agame execution control means for controlling progress of a game, thegame control method including:

a card information reading step for causing a game execution controlmeans to read and store, in the storage means, the card information ofthe card held by the card holding stage; and

a game execution control step for controlling progress of a game inaccordance with the card information stored in the storage means in thecard information reading step and an operation input signal input fromthe operation means including the touch panel.

Additionally, the invention described in claim 7 depends from the gamecontrol method described in claim 6, and a game execution control meansincludes:

a simulation step for simulating, based on the card information read bythe card information reading step, a game development from a start untilan end of a game in which a character corresponding to the cardinformation participates;

an evaluation step for calculating evaluation information for eachappearance scene of the character in a result of the simulation step;

a selection step for selecting, based on the evaluation informationcalculated in the evaluation step, a specific scene that allows anoperation of the character by the operation means from the appearancescene of the character; and

a specific scene simulation step for simulating a game development inthe specific scene based on an operation input signal from the operationmeans in the specific scene selected in the selection step,

wherein the simulation step simulates again a game development from aspecific scene until an end of a game, based on a simulation result inthe specific scene simulation step.

In addition, the invention described in claim 8 depends from the gamecontrol method described in claim 7, and the number of times ofexecution of the specific scene simulation step is controlled to be apredetermined number of times that is set in advance.

Further, the invention according to claim 9 depends from the gamecontrol method described in any one of claim 6 to claim 8, and the gameexecution control means executes: a character-specific ability databasethat is information stored in the storage means for each charactercorresponding to the card information, and registers in advance anability value of the character with respect to a game execution; acondition setting parameter that increases or decreases the abilityvalue of the character; and a parameter value increasing/decreasingprocess step for increasing or decreasing, based on the conditionsetting parameter, the ability value in the game of the charactercorresponding to the card information read by the card informationreading means.

Additionally, the invention described in claim 10 depends from the gamecontrol method described in any one of claim 6 to claim 9, and the gameexecution control means executes a card placement reconfirmation stepfor determining, before execution of the specific scene simulation step,whether or not the card, corresponding to the card information read bythe card information reading means, is held by the card holding stage,and

the parameter value increasing/decreasing step decreases the conditionof a character corresponding to the card that is determined, by the cardplacement reconfirmation step, as not being held by the card holdingstage.

It should be noted that “game” in claims refers to operating thecharacters arranged in the game field by the game player, for example,simulation of games of sporting events, and simulation of battles basedon wars. “From a start until an end of a game” refers to the start untilthe end of, for example, a game of a sporting event. Additionally, asfor sporting events, sports are appropriate in which teams composed of aplurality of players play against each other, such as baseball, soccer,American football, and volleyball. Further, the above-described positionrefers to the fielding position of a player in baseball, or one or bothof an offense position and a defense position of a player in soccer andvolleyball.

Advantageous Effects of Invention

The game device according to the present invention can achieve thefollowing effects.

The card holding stages are provided that, when reading the cardinformation stored in cards, such as a plurality of player cards, to beused in a game when starting the game, read the cards in the raisedstate. Therefore, it is possible to reduce the surface area of the fieldpanel on which the card holding stages are provided. Hence, compared toa conventional card game device, it is possible to reduce the size ofthe shape of the device including the housing of the game device.

The game execution control means provided in the game device of thepresent invention controls, based on the card information read by thecard information reading means, the number of times of execution of thesimulation of the specific scene executed based on the operation by thegame player to be the predetermined number of times that is set inadvance. Hence, it is possible to end the play time of one game by thegame player within a predetermined period of time.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view showing a structure of a game deviceaccording to one embodiment of the present invention;

FIG. 2 is a perspective view showing a structure of a card holding stageshown in FIG. 1;

FIG. 3 is a diagram for explaining a positional relationship between acard and an imaging means located in a sensor housing part of the cardholding stage when the card is placed on and held by a card placing partof the card holding stage;

FIG. 4 is a diagram showing a state where, in a field panel to which thecard holding stage shown in FIG. 2 is arranged, player cards are placedin a raised manner on the card holding stage;

FIG. 5 are diagrams showing examples of structures of the surfaces of aplayer card, wherein (a) shows a front surface of the card, and (b)shows an exemplary printed display of a back surface;

FIG. 6 is a block diagram showing a structure of a control deviceprovided in the game device shown in FIG. 1;

FIG. 7 is a diagram for explaining an exemplary data structure of aplayer-specific ability database stored in a storage device of thecontrol device shown in FIG. 6;

FIG. 8 is a diagram showing an exemplary structure of a game executioncontrol program provided in the control device shown in FIG. 6;

FIG. 9 is a flowchart showing an example of a procedure for controllingthe progress of a game by the game execution control program provided inthe control device;

FIG. 10 is likewise a flowchart showing the example of the procedure forcontrolling the progress of the game by the game execution controlprogram provided in the control device;

FIG. 11 is likewise a flowchart showing the example of the procedure forcontrolling the progress of the game by the game execution controlprogram provided in the control device;

FIG. 12 is a diagram showing an exemplary screen displayed on a touchpanel shown in FIG. 1;

FIG. 13 is likewise a diagram showing an exemplary screen displayed onthe touch panel shown in FIG. 1; and

FIG. 14 is likewise a diagram showing an exemplary screen displayed onthe touch panel shown in FIG. 1.

DESCRIPTION OF EMBODIMENTS

Hereinafter, a description will be given of the best mode for carryingout the invention with reference to the drawings. FIG. 1 is a diagramshowing one embodiment of a game device of the present invention, and isa perspective view for explaining a structure of a front portion of ahousing of the game device. Additionally, FIG. 2 is a perspective viewshowing a structure of a card holding stage arranged on a field panelshown in FIG. 1. It should be noted that, in the following description,the game device shown in FIG. 1 is explained as a game device forplaying a baseball game. Further, as for the baseball game played in thegame device, it is possible for a game player to enjoy a powerful game,for example, when a game is performed by using trading cards of playerswho belong to actual baseball teams (baseball club).

[Structure of Game Device]

As shown in FIG. 1, a front side portion (the side from which a gameplayer performs an operation) of a housing 2 of a game device 1 includesan adequately inclined table part 3, and a panel part 4 provided toextend in a vertical direction from an upper end portion 3 a of thetable part 3.

A liquid crystal display device 7 with a function of a touch panel 6, isarranged in a lower portion of the table part 3. A display surface ofthe touch panel 6 (hereinafter, the touch panel and the liquid crystaldisplay device 7 are collectively and simply referred to as “the touchpanel 6”) is fixed to the table part 3 such that the inclined angle ofthe display surface becomes substantially same as the inclined angle ofthe table part 3. Additionally, the touch panel 6 serves as an operationmeans for inputting various kinds of game execution instructions bydirectly touching a display screen with a finger, while the game playeris playing the game. A pressure type, an electrostatic capacity type orthe like can be adopted as an element for the touch panel 6. Further,the table part 5 is provided with an action (determination) button 19.

A card information reading unit 8 is provided on the upper surface ofthe table portion 3 and in the upper portion (on the further side whenseen from the game player) than the touch panel 6. As shown in FIG. 1, afield panel field panel 9, having the substantially same inclined angleas the table portion 3, is formed on an upper surface of the cardinformation reading unit 8. The field panel 9 is arranged to form asurface which is substantially the same as the inclined surface of thetable portion 3.

The field panel 9 includes a function for representing a field of asporting event, i.e., a baseball-like field in this embodiment. Forexample, as shown in FIG. 4, bases such as a home base, foul lines inthe right and left direction and the like, which imitates a baseballground are illustrated on a surface of the field panel 9.

Additionally, as shown in FIG. 1, a plurality of card holding stages 10a, 10 b, 10 c, . . . are arranged on the field panel 9 and each of whichis fixed to field panel 9, which imitates a baseball field. The cardholding stages 10 a, 10 b, 10 c, . . . serve as means for placing andholding, when the game player plays a game on the game device 1, eachselected one of player cards 11 a, 11 b, 11 c, . . . of one team whichthe game player owns in a raised state, and for holding the player cards11 so as to read the card information recorded on these player cards ina state where the player cards are raised by a card information readingmeans, which is described later.

It should be noted that, in the following description, the card holdingstages 10 a, 10 b, 10 c, . . . are described as “the card holding stages10” when the card holding stages 10 a, 10 b, 10 c, . . . arecollectively explained. Further, the player cards 11 a, 11 b, 11 c, . .. are described as “the player cards 11” when the player cards 11 a, 11b, 11 c, . . . are collectively explained.

The positions for providing the respective card holding stages 10 on thebaseball-field-like field panel 9 are, for example, the positionsindicating the nine fielding positions (positions), the positionindicating DH (designated hitter) which is set in the vicinity of thehome base, the positions outside the right foul line indicating backupplayers, and the like. As for the card holding stages 10 for the backupplayers, for example, three stages are provided for three backupplayers. Therefore, 13 card holding stages 10 a, 10 b, . . . areprovided on the field panel 9 shown in FIG. 1.

FIG. 2 is a perspective view showing an exemplary structure of the cardholding stage 10. The card holding stage 10 includes a card placing part12 for inserting the player card 11 therein and placing and holding theinserted player card 11 in a raised state, a sensor housing part 13, animaging means 13 a which is housed in the sensor housing part 13 andformed by an imaging element, such as a CMOS sensor or a CCD, forreading information (hereinafter referred to as “the card information”)recorded on the player card 11 placed on the card placing part 12, alight emitting diode (LED) 13 b, a lens (not shown) and the like.Further, as shown in FIG. 2, an opening 12 a is provided in a lower endportion of the card placing part 12, and the opening 12 a communicateswith the inside of the sensor housing part 13.

Additionally, when the imaging means 13 a, the opening 12 a, and thecard information recorded on the player card 11 are arranged as shown inFIG. 3, it becomes possible for the imaging means 13 a, which is housedin the sensor housing part 13, to image the card information recorded onthe back surface of the player card 11 inserted into the card placingpart 12, for example, the card information recorded on the lower portionof the back surface, via the opening 12 a. On this occasion, the lightemitting diode 12 b is used to illuminate the card information recordedon the player card 11, so that the imaging means 12 a can read the cardinformation. It should be noted that the imaging means 13 a includingthe above-described CMOS image sensor and the like, and a cardinformation reading program P6, which is described later, constitute thecard information reading means.

Further, as shown in FIG. 1, the card placing part 12, which forms thecard holding stage 10 (10 a, 10 b, . . . ), is arranged on the uppersurface side of the field panel 9, and the sensor housing part 13 isarranged in the position below the field panel 9, that is, inside thecard information reading unit 8. Additionally, when the game playerinserts the player card 11 into the card placing part 12 of the cardholding stage 10, the front surface of the player card 11, on which thephotograph of a player is printed, faces the front side of the housing2.

In FIG. 1, speakers 14 and 15, an issuing opening 16 of a card issuingdevice 40 (see FIG. 6) for issuing player cards to the game player whenone game ends, and a read/write device (IC card R/W device) 17 for an ICcard 18 (see FIG. 6) are provided in a lower portion of the panel part4. The IC card 18 is an IC card which is sold to the game player whenplaying the game by using the game device 1. By inserting the IC card 18into the IC card R/W device 17 when starting the game, it is possible tosave various kinds of data, and to read the saved data. For example, itbecomes unnecessary to perform various kinds of settings every time thegame player plays the game, by saving the setting data of a team in theIC card 18, such as a lineup of the team for the game played by the gameplayer.

As for the data items saved in the IC card 18, the number of times thecard is used, the number of times the card is updated and the like arestored as the information related to the IC card itself. Additionally,the name of a team used by the game player, the number of times ofwins/losses as the results of playing games (for each season/in total),the number of times of reaching playoffs, the number of times of winningthe league championships, the number of times of winning the WorldSeries, the number of times of executing strategies, the number of timesof successful strategies, the number of points and the like are storedas team information for playing the game. The hitting order, thefielding positions, the IDs of registered players, various kinds ofscores as the results of playing games for registered players are storedas information of the players who belong to the team.

Further, the maximum value is set for the number of times of usage ofthe IC card 18, for example, up to 100 games (plays).

[Structure of Card]

Then, a description is given of the cards (player cards) 11 used whenthe game player plays the game. FIG. 5 are diagrams showing exemplarystructures of the front surface and the back surface of the player card11: FIG. 5( a) shows the front surface; and FIG. 5( b) shows the backsurface. It should be noted that, as for the player cards 11, it ispossible to use sheets of paper or the like having a predeterminedthickness, coated with a vinyl, and conventionally used as the tradingcards.

As shown in FIG. 5( a), a baseball team (team) name and a player name ofa character corresponding to the player card 11 are recorded (printed)on an area A1 in the vicinity of an upper end portion of the frontsurface of the player card 11. Similarly, a photograph of the player isprinted in an area A2 in the center portion. Further, the value of totalskill (Total Skill), the value of cost, a code representing a positionwhich is the basic fielding position of the player are printed on anarea A3 in a lower end.

The above-described total skill value is a numeric value for indicatingthe ability value of a player. In the case of an outfielder, amongpredetermined ability parameter items which are set for indicating theability of the player, the total skill value indicates a total value ofparameter values of, for example, the following five ability parameteritems: “POWER (power to hit ball away)”; “CONTACT (ability to hit ballwith bat)”; “SPEED (running speed)”; “THROW (arm strength and accuracyof passing)”; and “FIELDING (catching ability)”. In the case of apitcher, a total value of parameter items is shown which relate topredetermined other ability parameter items. Further, the parametervalue with respect to the ability parameter item which is set for eachplayer in advance is registered in a character-specific ability database(DB1), which is described later.

Additionally, as shown in FIG. 5( b), for example, a face photograph ofthe player is printed in an area B1, and character information forintroducing the player is printed in an area B2, which is on the rightside of the face photograph, of the back surface of the player card 11.Further, the value of total skill of the player shown on the frontsurface, and the above-described five ability parameter items,constituting the value of total skill, are each shown by a graph toindicate the magnitude of the parameter value.

A bar-code (BC) indicating unique player identification information,serving as the card information for identifying the player (character)corresponding to the player card 11, is recorded (printed) on an areaB4, which is a lower end portion of the back surface of the player card11. The bar-code (BC) is formed by a numeric value of a predeterminednumber of digits or by a numeric value and English character(s), and isimaged by the imaging means 13 a which the above-described card holdingstage 10 includes. It should be noted that the bar-code (BC) printed onthe card 11 may be printed by using an ink which is visible when seen byhuman eyes. However, the bar-code (BC) printed on the card 11 may beprinted by using an ink which is invisible when seen by human eyes, anda method may be adopted which emits an infrared light on the printedbar-code from the LED 13 b or the like, and performs imaging by theimaging means 13 a including the CMOS image sensor and the like.

Additionally, the above-described cost is a numeric value regardingranking information of the player which is set in advance for eachplayer. The more popular the player is, or the higher the ability of theplayer is, the higher the set value is, which is the cost to be consumedwhen using the player in the game. For example, eight levels of costvalues are set.

[Structure of Control Device]

Next, a description is given of a structure of a control device withwhich the game device 1 of this embodiment controls the proceeding ofthe game. FIG. 6 is a diagram showing an example of a hardware structureof a control device 20 which the game device 1 includes. The controldevice 20 is formed by a control substrate mounting a CPU, various kindsof ICs and interface (I/F) circuits and the like, and is located in apredetermined position within the housing 2.

A CPU 21 shown in FIG. 6 is connected to a system memory 22 and a busarbiter 23 via a bus line. The system memory 22 is a storage means forstoring a game program (game execution control program) for executing inthe game device 1, a work area used by the game execution controlprogram for controlling the execution of the game, and various kinds ofreference data (player ability database and the like), and anon-volatile memory, which does not delete the stored contents even whenthe power of the game device 1 is turned off, is used.

The bus arbiter 23 is a circuit which manages setting of the usage rightof a bus line with respect to usage requests of the bus line from theCPU, the I/F circuits and the like, which are connected to a single busline 24. As shown in FIG. 6, a boot ROM (BOOT ROM) 25, a renderingprocessor 26, a sound processor 27, an input/output I/Fs 28 a and 28 b,a communication I/F 29, an optical disc I/F 30, an IC card I/F 31 andthe like are connected to the common bus line 24.

The above-described boot ROM 25 is a ROM storing an IPL (Initial ProgramLoader), which is a loader program initially executed when the power ofthe game device is turned on (ON), or when a reset button is pressed.The IPL is a program for performing a process of activating an opticaldisc drive 32 via the optical disc I/F circuit 30, and reading andstoring, in the system memory 22, the game program (game executioncontrol program) recorded on an optical disc 33. Hence, for example,when the game device 1 is manufactured and shipped to a game arcade, theIPL is activated when the power of the game device 1 is turned on, andthe game execution control program recorded on the optical disc 33 isloaded to the system memory 22. In this manner, it is possible to playthe game by operating the game device 1.

The rendering processor 26 is a processor which performs, based onnumeric value data for creating image data, a process of generating theimage data such as three-dimensional images and the like. The image datacreated through the process by the rendering processor 26 is temporarilystored in the graphic memory 34, and displayed on the touch panel 6 astwo-dimensional game image via the image display I/F circuit 35 based oncontrol by the CPU 21.

The sound processor 27 is a processor which performs, based on thecontrol by the CPU 21, a process of outputting data related to sound andsound effects stored in the sound memory 37 to the speakers 14 and 15via the audio output I/F circuit 36 as the sound effects and audio foreffects in the game.

The input/output I/F 28 a is connected to the imaging means 13 a such aseach CMOS image sensor or the like arranged in the card holding stage 10of the field panel 9, the touch panel 6, and the action button 19.Additionally, the input/output I/F 28 b is connected to the card issuingdevice 40 and the coin detection sensor 41. The card issuing device 40is a device for issuing a new player card 11 a to the game player, whenone game ends. The coin detection sensor 41 is a sensor that is providedin a coin insertion device, and detects inserted coin(s) when the gameplayer plays the game.

The communication I/F 29 is connected to the in-store LAN 42 of the gamearcade via the LAN adapter 42. Additionally, the in-store LAN 42 isconnected to the Internet communication network. Further, the in-storeLAN 42 may be connected to an arcade server, a plurality of game devices1, and a game device for performing another game. When such an in-storeLAN system is built, it is possible to perform a match game with a gameplayer in the arcade or a game player in another game arcade byutilizing the Internet with the use of the game device 1 according tothis embodiment. In addition, the IC card I/F 31 shown in FIG. 6 isconnected to the IC card R/W device 17.

The system memory 22 of the game device 1 of this embodiment stores thecharacter-specific ability database (DB1), which stores data related todata items shown in FIG. 7 for each set of identification information ofthe players (characters). The character-specific ability database (DB1)is a database storing data which is referred to when the game executioncontrol program controls the execution of one game, and when conductinga process of performing a simulation of hitting or pitching by a player,based on an operation input signal generated through operating, by thegame player, an operation means formed by the touch panel 6 or theaction button 19, with respect to a picked-up match game scene, which isdescribed later.

As shown in FIG. 7, the character-specific ability database (DB1)registers item numbers for identifying basic information related to theplayer, such as the player name of the player and the name of the team(baseball team) to which the player belongs, and parameter values whichare set for the respective item numbers and identify various parameteritems indicating abilities of the player. These parameter items include,as shown in FIG. 7, the parameter items related to the pitcher, such asthe cost, the maximum ball speed, . . . and the like, and the parameteritems related to the hitter, such as the ability to hit ball away, theability to hit ball with bat, . . . and the like, and the parameteritems related to the strategy and the like, such as the bunting ability,the base stealing ability . . . and the like. It should be noted thatthe parameter value, which is set for each of the parameter items, is anumerical value of any one of the range from 1 to 10, when 10 is thefull points.

Additionally, in addition to the above-described character-specificability database (DB1), the system memory 22 stores, as a data table,various kinds of reference data and the like which are set in advancefor the game execution control program to control the proceeding of thegame. As for such reference data, for example, parameters (hereinafterreferred to as “the condition setting parameters”) are stored forperforming a process of changing the parameter values with respect tothe various kinds of parameter items, which indicate the ability of theplayer and are set by the character-specific ability database (DB1), foreach game (play) played by the game player.

As for the condition setting parameters, for example, levels such as“Hot”, “Good”, “Normal”, “Bad”, and “Slump” are set as five steps ofbiorhythms for setting the conditions of the players for each game.Additionally, a process is performed which increases or decreases, basedon the condition setting parameters, the ability value of the playercorresponding to the player card 11, who is registered as an outingplayer of the game by reading the player card 11, that is, the parametervalue of a specific parameter item which is set by thecharacter-specific ability database (DB1).

The process of increasing or decreasing the parameter value is performedsuch that, at the time when the game player ends an operation of makingthe player cards 11 read as the outing players of the game, one level israndomly selected from the above-described five steps of biorhythms by arandom number generating means for each of the players (playeridentification information), and based on the selected biorhythm, forexample, the parameter value of “ability to hit ball away” among theparameter items, which are set in the character-specific abilitydatabase (DB1), is increased or decreased by a predetermined percentage(%) which is set in advance. Additionally, the level of the biorhythmselected for each of the players is displayed on the touch panel 6, soas to notify it to the game player. In this manner, it is possible tovary the ability value of the player who plays in the game, for eachgame played by the game player. Hence, it is possible to perform avariety of controls of the game. At the same time, it is necessary forthe game player to organize the outing players in consideration of thelevel of the biorhythm of each of the players for each game. Therefore,it is possible to make the game player highly interested in the teamorganization.

In addition, a parameter related to “motivation” may be further set asthe condition setting parameters. The parameter related to the“motivation” performs a process of setting the motivation high when “theplayer is registered at the best fielding position”, when “registered inthe best hitting order” for each game, and when a high motivation isset, setting the above-described level of the biorhythm to, for example,one-level higher.

The method is adopted which stores the game execution control programcontrolling the execution of the above-described game, the database, andthe like in the storage medium 33 such as a CD-ROM or a DVD-ROM or thelike as mentioned above, and, when the power of the game device 1 isturned ON, reads the game execution control program, the database, andthe like which are stored in the storage medium. However, a method maybe adopted which stores in advance the above-described game executioncontrol program and the like in a ROM connected to the bus line 24.

[Structure of Game Execution Control Program and Game Control of OneGame]

FIG. 8 shows a structure of the game execution control program stored inthe system memory 22 for the game device 1 to control the execution ofthe game. Among the various kinds of programs shown in FIG. 8, a maincontrol program P1 is a main program for generally controlling thecontrol of the game execution. A card information reading program P6,which serves as the card information reading means, is a program whichperforms a process of controlling the imaging means 13 a, such as aimage sensor or the like, so as to read the bar-code (BC) (cardinformation) recorded on the above-described player cards 11, storingthe image (picture image) data of the read bar-code (BC) in the systemmemory 22, and analyzing and converting the stored image data into theplayer identification information represented by digital information.

Sequentially, a description is given of a procedure for controlling thegame execution of one game by the game execution control program shownin FIG. 8. FIG. 9 through FIG. 11 are flowcharts showing, when the maincontrol program P1 controls the game execution of one game, an exampleof the flow of the control. Hereinafter, the flow of the control of theone game is described for each process step shown in FIG. 9 through FIG.11.

It should be noted that, as mentioned above, when the power of the gamedevice 1 is turned ON and the IPL stored in the boot ROM 25 isactivated, the game execution control program P1 stored in the opticaldisc 33 is loaded to the system memory 22. Additionally, by storing inadvance, in the optical disc 33, various kinds of image data, videodata, and audio and sound effect data, these data are also loaded to thegraphic memory 34 or the sound memory 37 by the start-up process programP20 when the power is turned ON.

(Step S1)

The main control program P1 activates an advertise process program P2 soas to perform an advertising process. The advertising process displays,on the touch panel 6, for example, actual video of a baseball game, ademonstration image explaining an operation method for playing the game,and various kinds of information which is read when the game playerinserts IC card 18, owned by the game player, into the IC card R/Wdevice 17, until an input signal is input since the game player insertscoin(s) for performing one game, inserts the IC card 18 into the IC cardR/W device 17, or touches the touch panel 6. The various kinds ofinformation refer to wins/losses as the results of playing the games bythe game player, the scores (a batting average, home runs, . . . ) ofeach of the players, and the like of the team to which the player cards11, owned by the game player, belong.

(Step S2)

A process is performed which displays, on the touch panel 6, a game modeselection screen for prompting the game player to select a game mode tobe played. When the game player conducts an operation (hereinafterreferred to as “the touch operation”) of touching a predetermined areaof the touch panel 6 with a finger based on the selection screen, atouch panel input process program P4 performs a process of obtaininginformation of a selection input caused by the touch operation. The gamemode refers to a COM mode where the game player plays the game with thegame device 1 (COM team), an arcade mode where, when a plurality of gamedevices 1 are installed in the arcade, the game player plays a matchgame with another player in the same arcade, and an Internet mode wherethe game player plays the game with a game player in another arcade viathe Internet.

(Step S3)

When the one game ends, a process is performed which displays, on thetouch panel 6, a player card issuing selection screen for prompting thegame player to input whether or not the game player desires issuing of anew player card 11 a, and a process is performed which obtains selectioninformation made since the game player performs the touch operation on apredetermined area of the touch panel 6 based on the selection screen.It should be noted that a process is performed which sets a game fee(the number of coins to be inserted) required for one game to be lowerin a case where the game player does not desire issuing of the newplayer card 11 a than in a case where the game player desires issuing ofthe new player card 11 a.

(Step S4)

In the process of step S2, the game mode selected by the game player isdetermined. As a result of the determination, when the game playerselects the arcade mode or the Internet mode, progress is made to stepS5. On the other hand, when the COM mode is selected, progress is madeto step S6.

(Step S5)

When the game player selects the arcade mode, a matching program P5accesses the arcade server connected to the in-store LAN 42, so as toconfirm whether or not an opponent player is registered by another gameplayer in the same arcade, and, when the opponent player is registered,performs a process for performing a match game with the another gameplayer. Additionally, when the opponent player does not exist, controlis performed to play the game in the COM mode. Further, when the gameplayer selects the Internet mode, the matching program P5 accesses a Webserver, managing the Internet match game using the game device 1, so asto confirm whether or not the Opponent player is registered, and, whenthe opponent player is registered, performs a process for playing amatch game with the game player in another arcade. On the other hand,when the opponent player does not exist in another arcade, a process isperformed for playing the game in the COM mode.

It should be noted that the following process steps in the game aredescribed about the control in a case where the game is played in theCOM mode.

(Step S6)

A display is made on the touch panel 6, so as to prompt the game playerto insert coin(s) required for playing one game in a coin insertionopening (not shown in FIG. 1). Then, when a detection sensor detects thecoin(s) inserted by the game player, an inserted medal process programP18 determines the number of the coin(s), and when the required numberof the inserted coin(s) is confirmed, progress is made to step S7.

(Step S7)

The game player is then supposed to play a game in the COM mode, and aprocess is performed which displays, on the touch panel 6 for apredetermined time period, the game information, for example, the teamname of the game player, the name of an opponent team, a baseballstadium name and the like.

(Step S8)

A process is performed which displays, on the touch panel 6, a screenprompting the game player to place the player cards 11 for playing thegame on the card holding stages 10 arranged on the field panel 9, andalso outputs the audio from the speakers 14 and 15.

Based on an instruction for the team organization, the game playerperforms the team organization for the game to be played from the playercards 11 which the game player owns. The team organization is performedby, for example, selecting 13 player cards 11 from among the playercards 11 which the game player owns, so that the number of players whocan play in the game becomes 13. It should be noted that, among the 13selected player cards 11, 10 serve as the player cards 11 correspondingto the starting members including a DH player, and the other 3 serve asthe player cards 11 corresponding to backup players.

Additionally, when the game player selects the 13 player cards 11, whichcan be used in the game, the game player inserts each one of the 9player cards 11, corresponding to the starting players, into the cardplacing part 12 of the card holding stage 10, which is arranged in theposition indicating the fielding position (position) set to the fieldpanel 9, in the raised state as shown in FIG. 2. In this manner, asshown in FIG. 1 (FIG. 2), the player card 11 is placed in the cardplacing part 12, and held by the card holding stage 10 in the raisedstate.

As mentioned above, since the player card 11 is placed in the cardplacing part 12 of the card holding stage 10 in the raised state, it iseasy for the game player to confirm the player name and the fieldingposition corresponding to the player card 11 held by the card holdingstage 10. In addition, since the field panel 9 is positioned above withrespect to the provision position of the touch panel 6, which isprovided in the housing 2, each card holding stage 10 does not interruptthe touch operation on the touch panel 6 by the game player who playsthe game. Further, since the player card is placed and held by the cardholding stage 10 in the raised state as mentioned above, it is possibleto reduce the surface area of the field panel 9.

Additionally, the opening 12 a is provided in the lower end portion ofthe card placing part 12, and the opening 12 a communicates with theinside of the sensor housing part 13 of the card holding stage 10.Hence, it is possible for the imaging means 13 a, which is housed in thesensor housing part 13, to image the bar-code BC representing the cardinformation (player identification information) recorded on the lowerpart of the back surface of the card 11 inserted into the card placingpart 12.

(Step S9)

When the game player performs the touch operation on the touch panel 9,and information related to a reading instruction of the card informationis input to the control device 20, the main control program P1 activatesthe card information reading program P6. Thus, the card informationreading program P6 performs a process of sequentially reading andstoring, in the system memory 22, the image data of the bar-code (BC)recorded on the back surface of the player card 11 imaged by the imagingmeans 13 a provided in each card holding stage 10. Then, the cardinformation reading program P6 performs a process of analyzing the imagedata of the bar-code (BC) stored in the system memory 22, converting theplayer identification information represented by the bar-code (BC) intodigital information (identification number), and storing the convertedplayer identification information in the system memory 22.

Further, it is set in advance which position of the fielding positions,the DH (designated hitter), and backup players, which are set to fieldpanel 9, corresponds to each of the imaging means 13 a arranged in theplurality of card holding stage 10. In other words, a data table isregistered in the system memory 22 which associates the identificationinformation of the position and an address location of the system memory22 to which the imaged data from the imaging means 13 a is input.

In this manner, in the reading process of the card information (bar-code(BC)) of step S9, it is possible to obtain, with respect to the playercard 11 held by the card holding stage 10, the player identificationinformation associated with the position of the character, such as thefielding position, the DH (designated hitter), and the backup player,corresponding to the player card 11. That is, it is possible to obtainthe player identification information associated with positioninformation indicating the position of the player corresponding to theplayer card 11, with respect to the team which is organized by the gameplayer to start playing the game. Additionally, the playeridentification information obtained for each position is stored in ateam organization data storing area, which is set in the system memory22.

Hence, the player identification information associated with theposition information of the nine fielding positions and one DH(designated hitter) is registered as the player identificationinformation of the players corresponding to the starting members of theteam for which the game player starts playing.

(Step S10)

By step S9, a team organization data table, which stores the playerability values for each player identification information, is createdand stored in the system memory 22 by referring to thecharacter-specific ability database (DB1) with respect to the playeridentification information stored in the system memory 22. Sequentially,a parameter value increasing/decreasing process program P8, serving as aparameter value increasing/decreasing process means, performs a processof obtaining the values of the above-described condition settingparameters for each player identification information stored in the teamorganization data table, and increasing or decreasing, based on theobtained parameter value, a specific parameter value among the parameteritems indicating the ability of the player.

Sequentially, a process is performed which calculates a total value ofthe “costs” for each player identification information stored in theteam organization data table. Additionally, in order to inform the gameplayer of the calculated total value of the costs, for example, aprocess is performed which makes a display in an area G1 a of a displayscreen G1 of the touch panel 6 as shown in FIG. 12. Further, the area G1a displays the maximum value of the costs in the game and the calculatedtotal value of the costs. The example shown in FIG. 12 indicates thatthe maximum value of the costs in the game (play) is “100”, and thecalculated total value of the costs is “95”.

(Step S11)(Step S12) (Step S13) (Step S14)

It is determined whether or not the total value of the costs exceeds themaximum value in the game. As a result of the determination, when thetotal value of the costs does not exceed the maximum value, progress ismade to step S12, where a process is performed which displays, on thetouch panel 6, a registration confirmation screen (the screen G1 shownin FIG. 12) of the players.

On the other hand, when the total value of the costs exceeds the maximumvalue, progress is made to step S13, where a process is performed whichdisplays, on the touch panel 6, a screen for prompting the game playerto select whether to deregister the players (player cards 11) read inthe process of step S9, or to reregister the player cards. Additionally,in step S14, when the game player selects deregistration, progress ismade to step S12, and when the game payer selects reregistration of theplayers by performing the reading of the new player card 11 again, areturn is made to step S8, and the game player performs an operation ofreplacing one or a plurality of player cards 11 placed in the cardholding stages 10 with other player cards.

It should be noted that a process is performed which sets apredetermined value (for example, “40”) as an initial value for themaximum value of the costs for each game, and increases the initialvalue in accordance with the number of times of playing games stored inthe IC card 18. In this manner, when the game player does not simplyperform organizing of the team by collecting the player cards of theplayers with high abilities, but performs organizing of the team whichis strongest within the maximum value of the costs, it is possible toplay a game where the strategy of the game is more improved.

(Step S15)

When an input signal related to “register” is obtained through the touchoperation by the game player based on the registration confirmationscreen of the players displayed on the touch panel 6 in the process ofstep S12, progress is made to the next step S16, and when an inputsignal related to “reregister” is obtained, a process which returns tostep S8 is performed.

(Step S16) (Step S17)

In step S16, it is determined whether or not there is an unregisteredplayer card for the player cards registered by the game player byplacing the player cards 11 on the card holding stages 10, that is, ununplaced player card of the player cards 11 which is not placed in thecard holding stage 10 by the game player. It becomes possible to performthe determination by determining whether or not data related to normalplayer identification information is stored with respect to the playeridentification information stored in the team organization data table.

As a result of the determination, when the unplaced player card does notexist, progress is made to step S19. On the other hand, when theunplaced player card exists, progress is made to step S17, where aprocess is performed which displays, on the touch panel 6, a screenconfirming whether or not the game player places the player card 11 inthe card holding stage 10, corresponding to the position where theplayer card is not placed. Additionally, when an input signal related to“reregister” is obtained from the confirmation screen in step S18, areturn is made to step S8, and when an input signal related to“unplacement acknowledged” is obtained, progress is made to step S19.

(Step S19)

A process is performed which determines information such as the playeridentification information stored in the team organization data table ofthe system memory 22 as the player cards 11 to be used in the game to beplayed, that is, as the player identification information, and a processis performed which associates and stores, as an outing playerregistration data table which is set to the system memory 22, theseplayer identification information and the like with the informationrelated to the fielding positions (positions).

(Step S20)

It is determined whether or not a position exists, to which the playeridentification information is not stored, with respect to theinformation related to the positions in the outing player registrationdata table, which is stored in the system memory 22 in the process ofstep S19, that is, it is determined whether or not an unregisteredplayer exists. As a result of the determination, when the unregisteredplayer exists, progress is made to step S21, where a registrationprocess of a fictional player is performed. On the other hand, when theplayer identification information is stored for all of the positions,progress is made to step S22.

(Step S21)

With respect to the position for which it is determined in the processof step S20 that the player identification information is notregistered, a process is performed which stores, by a fictional playeradding program P21, the player identification information related to thefictional player in the outing player registration data table of thesystem memory 22 such that the player identification informationcorresponds to the position. With this process, the game player can playthe game, even if the game player does not carry the player card. Itshould be noted that, in order to perform the process of step S21, afictional-player-specific ability database, related to the number ofplayers corresponding to one team, is registered in the system memory 22in advance. The data structure of the fictional-player-specific abilitydatabase is the same as the structure of the character-specific abilitydatabase (DB1).

(Step S22)

Touch panel 6 displays list information of the team organization relatedto the player identification information (including the player names)and the like for each position stored in the outing player registrationdata table of the system memory 22. The list information of the teamorganization is displayed as, for example, the display screen G1 asshown in FIG. 12. The display screen G1 displays the hitting order ofthe starting players, their positions (“1B” indicates that the positionis the first base), and the player names in a display area G1 b, and theplayer names of the backup players in a display area G1 c.

(Step S23) (Step S24)

The display screen G1 displayed in the process of step S22 allowschanging of the hitting order and the positions through the touchoperation on the touch panel 6 by the game player. Additionally, whenthe game player desires the changing, the game player performs anoperation of changing one or both of the hitting order and the positionsthrough the touch operation. Based on this operation, a hitting ordersetting•changing program P10 and a fielding position setting•changingprogram P11 perform processes of changing the hitting order and thefielding positions. In this operation, when the touch operation isperformed on a “position change” area displayed on the touch panel 6, areturn is made to step S22, and the position can be changed byperforming the touch operation on the display area G1 b. The touchoperation similar to this is also performed with respect to the changingof the hitting order.

(Step S25)

A process is performed which makes a final decision with respect to thehitting order and the positions. In this process, when the game playerperforms the changing operation of the hitting order or the positions inthe process of the above-described step S23 and step S24, a process isperformed which reregisters information obtained by the changingoperation in the outing player registration data table, and performs aprocess which finally decides as the outing players of the game to beplayed.

(Step S26)

An attention-getting player registration program P12 performs a processwhich displays, on the touch panel 6, an attention-getting playerselection screen for selecting an attention-getting player for the gameamong from the players who are registered in the outing playerregistration data table. When the game player touches a player namedisplayed on the attention-getting player selection screen, theattention-getting player registration program P12 performs a process ofstoring, in the system memory 22, the player identification informationcorresponding to the player as an attention-getting player of the game.Further, the main control program P1 performs a process which rendersthe player registered as the attention-getting player of the game toreadily appear in the match game scene (specific scene) where asimulation of the battle between the pitcher and the hitter, which isdescribed later, is executed.

(Step S27)

Main control program P1 activates an effect image output program P3, soas to output an effect video of game start on the touch panel 6, and tooutput its sound and sound effects to the speakers 14 and 15 for apredetermined time period. Thereafter, progress is made to step S28,where control of game execution of one game is performed as play ball.

(Step S28)

In step S28, as mentioned above, control of execution of one baseballgame is performed between the COM team registered in advance in thecontrol device 1 and the team organized by the game player based on theinformation read from the card information recorded on the player cards11, which are placed in the card holding stage 10 in the raised state bythe game player. A specific example of a procedure for controlling theexecution of the match game is shown in FIG. 11, the processing of whichis described later.

(Step S29)

When the one game ends by executing the process of step S28, a processis performed which outputs information related to a game result on thetouch panel 6, and outputs its sound and sound effects to the speakers14 and 15 for a predetermined time period as a process of ending thegame. Additionally, a process is performed which records the informationrelated to the play result of the game on the IC card 18 by an IC cardR/W program P19.

(Step S30) (Step S31)

In a process of step S30, based on the above-described process of stepS3, it is determined whether or not the information, indicating that thegame player desires issuing of the new player card 11 a, is registered(stored) in the system memory 22. Additionally, when the information,indicating that the issuing of the new player card 11 a is desired, isregistered (stored), progress is made to step S31, where a card issuingprogram P20 performs a process of issuing one player card 11 a to thegame player. It should be noted that the new player card 11 a, which isissued to the game player, can be used when the game player plays thenext game.

(Step S32)(Step S33) (Step S34)

In step S32, a process is performed which displays, on the touch panel6, a continue screen for inquiring whether or not the game playersequentially plays (continues) the next game. Additionally, when it isdetermined by step S33 that input information based on the touchoperation by the game player selects continuing, control is performed toreturn to the above-described process of step S2, and control of gameexecution is performed for the next one game. On the other hand, whenthe game player does not select continuing, progress is made to stepS34, where a process is performed as a game over process which displays,on the touch panel 6, information related to ending of the game, andperforms control to return to the above-described process of step S1.

Based on the processes of the above-described steps S1-S34, the maincontrol program P1 performs control of game execution of the one game(one match).

Subsequently, a description is given of processing of step S28, wherethe control of game execution of one game is performed, for each step ofa flowchart shown in FIG. 11.

(Step S2801)

A one game simulation program 13, serving as a simulation means,executes a simulation of one baseball game, that is, a simulation of thebattles between the hitters and the pitcher (s) for each inning from thetop half of the first inning to the bottom half of the ninth inning. Theexecution of the one game simulation is performed based on theinformation related to the hitting order of the starting playersrecorded in the outing player registration data table of the systemmemory 22, the parameter values indicating the various ability values ofthe players, and the ability parameter values of each player in the COMteam.

Additionally, a one game simulation program P13 performs a process ofstoring, in the system memory 22, data of the result of the execution ofthe simulation of each inning from the top half of the first inning tothe bottom half of the ninth inning, and, at the same time, evaluatingthe simulation result of all of the innings based on a predeterminedevaluation standard, and setting (giving) the evaluation as an at-batpoints for each at-bat. The evaluation for each at-bat is performed byan at-bat point setting program P14. Further, the processing of theat-bat point setting program P14 serves as an evaluation means forcalculating evaluation information for each appearance scene of thecharacter based on the simulation result of one game.

Further, in the method of giving the above-described at-bat points bythe at-bat point setting program P14, for example, a process isperformed which obtains the next first to fifth at-bat points for eachat-bat, and sets the total value of these obtained first to fifth at-batpoints to the at-bat points of the at-bat.

(1) First At-Bat Points

In the battle between each hitter and the pitcher, first at-bat pointsare set in accordance with the cost values of the hitter and thepitcher. For example, when the cost value of the hitter is “8”, “30points” is given as the at-bat points, and when the cost value of thepitcher is “8”, “10 points” is given as the at-bat points. The totalvalue of these at-bat points of the hitter and the pitcher is processedassuming that the first at-bat points occur.

(2) Second At-Bat Points

Second at-bat points occur in accordance with the status of a runner inthe at-bat. For example, “30 points” is given when no runner exists, and“8 points” is given when runners exist on the first and second bases.

(3) Third At-Bat Points

Third at-bat points occur in accordance with the difference between thepoints of both teams in the at-bat. For example, “30 points” in case ofeven score, “25 points” in a case where the difference is one point, andthe points of the third at-bat points which occur are decreased as thedifference in points is increased.

(4) Fourth At-Bat Points

Fourth at-bat points occur in accordance with the number of inning ofthe at-bat. For example, “1 point” for the first inning, and “9 points”for the ninth inning.

(5) Fifth At-Bat Points

For example, “5 points” is given when the player who is registered asthe attention-getting player in the above-described step S26 is at-bat.

(Step S2802)

A match game scene pickup program P15 performs, based on the at-batpoints of each at-bat obtained in the process of step S2801, a processof sequentially extracting at-bats for the number of times obtained bysubtracting the number of times of playing (N) from a predeterminednumber of times (T), which are described later, from the at-bat to whichthe highest at-bat points are given, and selecting, from among them, anat-bat at the time closest to when the game is started. Additionally,the processing of the match game scene pickup program P15 serves as aselection means for selecting, from among appearance scenes of thecharacter(s), a match game scene which allows the operation of thecharacter(s) by the operation means.

Hereinafter, the at-bat selected by the selection means is referred toas “the match game scene (specific scene)”. The higher the at-bat pointsof the at-bat is, a scene is more likely to be shown where there is achance for one of the teams in the battle between the hitter and thepitcher, that is, an exciting scene in the game. Further, the maincontrol program P1 displays the game development until the selectedscene in a short period of time by, for example, performing afast-forward display, displaying only the progress of scores or thelike, so as to prevent the game player from waiting.

In addition, as described later, when the game player operates theoperation means to operate the character, serving as the hitter or thepitcher, displayed on the touch panel 6, the simulation of the battlebetween the hitter and the pitcher is executed based on control by amatch simulation program P16 with respect to the selected “match gamescene”. Further, the processing of the match simulation program P16serves as a specific scene simulation means.

(Step S2803) (Step S2804) (Step S2805)

In step S2803, a process is performed which activates the cardinformation reading program P6, so as to read the player card 11 held byeach card holding stage 10. Additionally, in the process of step S2804,a process is performed which determines whether or not the playeridentification information, which is read, is already registered in theouting player registration data table stored in the system memory 22. Onthis occasion, it is determined at the same time whether the player card11 is placed in the card holding stage 11 at this moment. The processesof the step S2803 to S2804 are processes for finding that the gameplayer uses the player card 11 with high ability only in the playerregistration of the player card 11 placed in the card holding stage 10,and serve as a card placement reconfirmation means. In other words,there is an effect of preventing the game player from losing themotivation for purchasing the player card 11, since if it is possible touse the player card 11 with high ability only in the playerregistration, and to immediately use the player card 11 in another gamedevice, for example, it becomes possible to play the game while sharingone player card 11 between friends.

In the process of step S2804, when it is determined that the playeridentification information corresponding to the player card 11 which isread in the process of step S2803 is not registered in the outing playerregistration data table, or when it is determined that the player card11 is not placed in the card holding stage 11, the process of step S2805is performed.

The process of step S2805 performs, by a player ability value decreasingprocess program P9, a process of decreasing the ability parameter value(reducing points) registered in the outing player registration datatable, with respect to the player identification information of theposition, for which it is determined in the process of step S2804 thatthe player identification information corresponding to the player card11 which is read in the process of step S2803 is not registered in theouting player registration data table, or that the player card 11 is notplaced in the card holding stage 11. In the point reduction process, aprocess is performed which changes the value of the above-describedcondition setting parameter such that the parameter value of thespecific ability parameter item is decreased to a maximum extent.

(Step S2806)

The main control program P1 performs a process of setting, to a playablemode, the control of the game in the match game scene selected by thematch game scene pickup program P15, and displaying, on the touch panel6, a playable mode selection screen for prompting the game player toselect whether or not to execute the playable mode. The playable moderefers to a mode where, in the match game scene (specific scene)selected in the process of step S2802, the pitcher or the hitter iscontrolled through the operation by the game player, that is, the gameplayer is allowed to operate the movement of the pitcher or the hitter.When the execution of the playable mode is selected, the matchsimulation program P16 performs a process of controlling the movement ofthe player (character) in the match scene between the pitcher and thehitter, based on the operation by the game player on the action button19 and the touch panel 6, serving as the operation means, and displayingthe game scene on the touch panel 6.

(Step S2807) (Step S2808)

In the process of step S2807, when the game player selects the executionof the playable mode from the playable mode selection screen, progressis made to the process of step S2808. In step S2808, the matchsimulation program P16 also allows selection of “execute strategy”, suchas “base stealing” or “bunt”, based on the operation on the touch panelby the game player. Additionally, when the game player selects one of“base stealing” and “bunt” from the strategy execution menu, a strategyexecution program P17 performs a process of simulating the scene of theselected strategy based on the ability parameter value of the relevanthitter or runner stored in the outing player registration data table,and the ability parameter value of the player such as a catcher of theCOM team, and displaying, on the touch panel 6, the strategy executionscene and the result. Further, information of the strategy result isstored in the system memory 22.

When the selected match game scene is an offence inning of the team ofthe game player, and when the game player selects playing of a matchsimulation game between the hitter and the pitcher, the match simulationprogram P16 displays, for example, a simulation screen G2 where thehitter battles with the pitcher as shown in FIG. 13. In addition, thematch simulation program P16 executes the match simulation game betweenthe pitcher and the hitter, based on an image displayed in thesimulation screen G2, and an operation by the game player on the actionbutton 19 and the touch panel 6, serving as the operation means.

The simulation screen G2 shown in FIG. 13 displays, in a display area G2a thereof, a moving image of a pitching motion of the pitcher of theopponent team. Additionally, a display area G2 b displays a videopicture of the hitter who belongs to the team of the game player andappears in the match game scene. Further, the match simulation programP16 executes the match simulation game between the pitcher and thehitter, based on the operation by the game player, in the proceduredescribed in the following (1)-(4), for example.

(1) First, the game player specifies, by the touch operation on thetouch panel 6, a “hitting course” to be hit by the hitter in a pitchingzone of the pitcher, which is displayed in an area G2 c of thesimulation screen G2. Based on an operation input signal from the touchpanel 6, serving as the operation means, the match simulation programP16 performs control of displaying the position of the “hitting course”specified by the game player with a black circle mark K1 as shown inFIG. 13.

(2) Sequentially, the match simulation program P16 performs a process ofdisplaying, in the display area G2 a of the simulation screen G2, amoving image video picture of a pitching motion of the pitcher.

(3) Then, the game player performs an operation of pressing the actionbutton 19, serving as the operation means, by determining the moment atwhen the hitter should swing a bat, considering the pitching motion ofthe pitcher displayed in the display area G2 a of the simulation screenG2 and the movement display of a ball. When an operation input signal isinput from the action button 19, the match simulation program P16displays a video where the hitter, who is being displayed in the area G2b, swings the bat.

(4) The match simulation program P16 performs a process of determiningthe timing between the moving position of the ball and the operationinput signal which is input from the action button 19, and, when thedetermined timing matches, determining that the hitter obtains a goodresult, for example, slugs a home run or hits a single. On the otherhand, when it is determined that the timing does not match, a process isperformed which determines that the hitter is struck out.

Further, when an inning scene is picked up as the match game scene whenthe team of the game player is fielding, the match simulation programP16 performs control of displaying a simulation screen G3 as shown inFIG. 14. In addition, a video of the pitching motion of the pitchercorresponding to the team of the game player, a swing video of thehitter of the opponent team, and a zone of a pitching course to, beaimed by the pitcher are displayed in a display area G3 a, a displayarea G3 b, and a display area G3 c of the simulation screen G3,respectively.

Additionally, when performing the simulation game related to thepitching, first, the game player specifies, by the touch operation onthe touch panel 6, a “pitching course” to be pitched to the hitter ofthe opponent team by the pitcher of the team of the game player. In theexemplary screen shown in FIG. 14, the example is shown where the“pitching course” specified by the game player is displayed by a blackcircle mark K2. On this occasion, the game player is allowed to specifythe pitch displayed in a display area G3 d by the touch operation on thesimulation screen G3.

Sequentially, a moving image video picture of the pitching motion of thepitcher is displayed in the display area G3 a. Additionally, the gameplayer presses the action button 19 in accordance with the video of thepitching motion of the pitcher. Further, the match simulation programP16 performs a process of determining the timing when the pitcherreleases the ball in the video of the pitching motion, and the timing ofthe operation input signal which is input from the action button 19,when the determined timings match, determining that the pitcher obtainsa good result, that is, strikeout, and when the timings do not match,determining that a single is hit or the like.

(Step S2809)

The main control program P1 performs a process of adding “1” to an areafor counting the number of times of playing (N) the match simulationwhich is set to the system memory 22. It should be noted that, in theabove-described process of step S1, a process is performed which stores“0” as an initial value in the area for counting the number of times ofplaying (N).

(Step S2810)

The main control program P1 determines whether or not the number oftimes of playing (N) exceeds the predetermined number of times (T). As aresult of the determination, when not exceeding the number of times (T),progress is made to step S2811, and when exceeding the number of times(T), progress is made to step S2812.

(Step S2811)

The main control program P1 performs a process of performing control toreturn to step S2801 by executing a preprocessing for continuing, fromthe batter following the batter on whom the match simulation isperformed in the above-described step S2808, the one simulation gamerelated to the game. The one game simulation program P13 performs againthe process of executing the simulation of a scene of each at-bat fromthe scene of the next at-bat to the bottom half of the ninth inning ofthe game.

Additionally, in the process of step S2811, information related to thesimulation result, for which the match simulation is performed in stepS2808, is stored in the system memory 22. The information related to thesimulation result is, the inning and the hitting order of the matchsimulation performed in step S2808, the number of outs as a result ofperforming the simulation, the runners on-base when the inning is notover, the score, and the like.

(Step S2812) (Step S2813)

The match simulation game based on the operation by the game player isexecuted for the “match game scene” for the predetermined number oftimes (T). Thus, in step S2812, the next determination process isperformed. In other words, it is determined whether or not a sceneexists where the score is turned around, as a result of executing thematch simulation game in the above-described process of step S2808. As aresult of the determination, when the scene exists where the scores isturned around, progress is made to step S2813, where an effect processis performed which displays, on the touch panel 6, the scene of “thematch game scene” where the turn-around occurs for a predeterminedperiod of time. Then, progress is made to step S2814.

(Step S2814)

An effect process is performed which displays, on the touch panel 6, ahitting scene of the final hitter of the game for a predetermined periodof time, and the execution of the simulation of one game, which is theprocess of step S28, ends.

As mentioned above, in the present invention, the limitation is set tothe number of times of playing the match simulation based on theoperation by the game player for one game (play), such that the numberof times of playing becomes the predetermined number of times (T), whichis set in advance. The predetermined number of times (T) is set to, forexample, about six times to eight times. In this manner, the number oftimes of playing the match simulation is controlled by theabove-described processes of steps S2801-S2810 to be the predeterminednumber of times, and the execution time of one match simulation iscontrolled to be, for example, about one minute to two minutes. Thus, itis possible to make the game time for one game played by the game playerwithin a predetermined period of time. Hence, it is possible to preventthe game time of the game player from being extremely long.

Additionally, in the above-described embodiment, it is selected whetheror not to do the playable mode in the match game scene. However, theplayable mode may always be set. In this manner, it is possible to makethe game player to associate with the development of the game deeper,and to increase the motivation of the game player for participating inthe game.

In the above-described embodiment of the game device 1, the descriptionis given of the example where the position of printing (recording) thebar-code, indicating the card information, on the player card 11 is inthe lower end portion of the back surface of the player card 11.However, an appropriate position may be used as long as the player card11 can be read in the raised state. For example, the bar-code may beprinted in the lower end portion of the front surface of the player card11, or may be printed on one or both of the left and right end portionsof the front surface, the back surface, or the both surfaces of theplayer card 11. Further, the description is given of the example of thetouch panel where the operation means which can obtain the inputinformation when the screen is touched is integrally formed with adisplay means displaying the game image and the like. However, thepresent invention may be a game device separately including a dedicatedtouch panel for obtaining the input information, and the display meansfor displaying the game image and the like.

Further, the information recorded as the card information may include,in addition to the player identification information of the playercorresponding to the player card 11, a part or all of the parametervalues related to the parameter items of the player ability shown inFIG. 6. In this case, when recording (printing) the playeridentification information and a part of the parameter data values ofthe player ability on the player card 11 by using the bar-code, therecording is made by utilizing one or both of the left and right endportions and the lower end portion of the player card 11.

In addition, when recording (printing) the player identificationinformation and all of the parameter values of the player ability on theplayer card 11, the amount of the information becomes large. Thus, theseinformation may be recorded in, for example, a two-dimensional code, andthe two-dimensional code may be printed on an appropriate position ofthe back surface of the player card 11. Furthermore, a cardincorporating an IC chip or a RFID (Radio Frequency identification) maybe used as the player card 11, and an IC-chip reading means may beprovided to the card holding stage 10. Additionally, the player card 11may include a magnetic storage means, and the card holding stage 10 mayinclude a magnetic information reading means.

In addition, the player card 11, on which the identification informationsuch as the bar-code is printed in an end face portion of the lower endof the card, may be placed in the card holding stage 10 in the raisedstate, and a means may be adopted which reads the bar-code by a readingmeans such as an image sensor provided in the lower side of the cardholding stage 10.

Further, in the above-described embodiment of the present invention, thedescription is given of the example of the game device to which thebaseball game is applied. However, in addition to the baseball game, thegame device of the present invention can be applied to the games ofsporting events, such as soccer, American football, volleyball, andhockey. In order to play a game intending such a sporting event, thecard holding stages are provided in the areas serving as the locationsof the positions of players, that is, the defense positions, the offensepositions and the like, on the field panel imitating the fields of suchsporting events, and the game execution control means includes a programfor selecting a highlight scene specific to each of the sporting events,and executing the match simulation game based on the operation by thegame player in the selected scene.

EXPLANATION OF REFERENCE NUMERALS

-   1: game device-   2: housing-   3: table part-   4: panel part-   6: touch panel-   7: liquid crystal display device-   9: field panel-   10, 10 a, 10 b, 10 c, . . . : card holding stage-   11, 11 a, 11 b, 11 c, . . . : card (player card)-   13 a: imaging means-   20: control device-   21: CPU-   DB1: character-specific ability database-   BC: bar-code (card information)-   P4: touch panel input process program-   P6: card information reading program-   P8: parameter value increasing/decreasing process program-   P9: player ability point reduction process program-   P13: one game simulation program-   P14: at-bat point setting program-   P15: match game pickup program-   P16: match simulation program

1. A game device including a game execution control means forcontrolling progress of a game in accordance with card information readfrom a card and an operation input signal input from an operation meansincluding a touch panel, the game device comprising: a field panelprovided above the touch panel and imitating a game field; a pluralityof card holding stages that are arranged in respective positions on thefield panel indicating positions of a plurality of characters in thegame field and hold the card in a raised state; and a card informationreading means for reading card information recorded on the card held bythe card holding stages, wherein the game execution control meanscontrols the progress of the game, based on the card information read bythe card information reading means.
 2. (canceled)
 3. (canceled)
 4. Thegame device according to claim 1, wherein the game execution controlmeans includes: a character-specific ability database that isinformation stored in a storage means for each character correspondingto the card information, and registers in advance an ability value ofthe character with respect to a game execution; a condition settingparameter that increases or decreases the ability value of thecharacter; and a parameter value increasing/decreasing process means forincreasing or decreasing, based on the condition setting parameter, theability value in the game of the character corresponding to the cardinformation read by the card information reading means.
 5. (canceled) 6.A game control method in a game device including a storage means, anoperation means including a touch panel, a field panel imitating a gamefield, a plurality of card holding stages that are arranged inrespective positions on the field panel indicating positions of aplurality of characters on the game field and hold a card in a raisedstate, a card information reading means for reading the card informationrecorded on the card held by the card holding stage, and a gameexecution control means for controlling progress of a game, the gamecontrol method comprising: a card information reading step for causing agame execution control means to read and store, in the storage means,the card information of the card held by the card holding stage; and agame execution control step for controlling progress of a game inaccordance with the card information stored in the storage means in thecard information reading step and an operation input signal input fromthe operation means including the touch panel.
 7. (canceled) 8.(canceled)
 9. The game control method according to claim 6, wherein thegame execution control means executes: a character-specific abilitydatabase that is information stored in the storage means for eachcharacter corresponding to the card information, and registers inadvance an ability value of the character with respect to a gameexecution; a condition setting parameter that increases or decreases theability value of the character; and a parameter valueincreasing/decreasing process step for increasing or decreasing, basedon the condition setting parameter, the ability value in the game of thecharacter corresponding to the card information read by the cardinformation reading means.
 10. (canceled)